M. Wand, W. Straßer: Multi-Resolution Sound Rendering.
In: Proc. Symp. Point-Based Graphics, 2004.

Abstract:

Point-based multi-resolution representations have been used successfully for rendering highly complex three dimensional scenes in real-time. In this paper, we apply this paradigm to sound rendering: A hierarchy of stochastic sample sound sources is used to approximate complex sound environments (containing a large number of sound sources, such as a football stadium), allowing for interactive real-time walkthroughs. Additionally, the proposed technique can be used for observer-dependent auralizations of simple approximations of global sound propagation. Typical applications of the technique are in virtual reality and computer games, especially to complement established output-sensitive algorithms for rendering visual content.

Bibtex:

@INPROCEEDINGS{ws-mrsr-04,
   AUTHOR = {Michael Wand and Wolfgang Stra{\ss}er},
   TITLE = {Multi-Resolution Sound Rendering},
   BOOKTITLE = {Proc. Symp. Point-Based Graphics 2004},
   YEAR = {2004},
   ABSTRACT = {Point-based multi-resolution representations have been used successfully for rendering highly complex three dimensional scenes in real-time. In this paper, we apply this paradigm to sound rendering: A hierarchy of stochastic sample sound sources is used to approximate complex sound environments (containing a large number of sound sources, such as a football stadium), allowing for interactive real-time walkthroughs. Additionally, the proposed technique can be used for observer-dependent auralizations of simple approximations of global sound propagation. Typical applications of the technique are in virtual reality and computer games, especially to complement established output-sensitive algorithms for rendering visual content.}
}